refactor(net): own live session routing

This commit is contained in:
Erik 2026-07-21 11:17:09 +02:00
parent 707e606e35
commit 961bdd07b7
12 changed files with 1645 additions and 543 deletions

View file

@ -12,13 +12,19 @@ public static class CombatStateWiring
{
public const uint CombatModePropertyId = 40u;
public static IDisposable Wire(WorldSession session, CombatState combat)
public static IDisposable Wire(
WorldSession session,
CombatState combat,
Func<bool>? accepting = null)
{
ArgumentNullException.ThrowIfNull(session);
ArgumentNullException.ThrowIfNull(combat);
Action<WorldSession.PlayerIntPropertyUpdate> handler = update =>
{
if (accepting?.Invoke() == false) return;
ApplyPlayerIntProperty(combat, update.Property, update.Value);
};
session.PlayerIntPropertyUpdated += handler;
return new EventSubscription(session, handler);
}

View file

@ -81,7 +81,8 @@ public static class GameEventWiring
Action<IReadOnlyList<(uint Id, uint Amount)>>? onDesiredComponents = null,
Action<uint /*options1*/, uint /*options2*/>? onCharacterOptions = null,
Func<double>? clientTime = null,
ExternalContainerState? externalContainers = null)
ExternalContainerState? externalContainers = null,
Func<bool>? accepting = null)
{
ArgumentNullException.ThrowIfNull(dispatcher);
ArgumentNullException.ThrowIfNull(items);
@ -89,7 +90,7 @@ public static class GameEventWiring
ArgumentNullException.ThrowIfNull(spellbook);
ArgumentNullException.ThrowIfNull(chat);
clientTime ??= static () => 0d;
var registrar = new OwnedGameEventRegistrar(dispatcher);
var registrar = new OwnedGameEventRegistrar(dispatcher, accepting);
using var construction = new RegistrationBuildScope(registrar);
// ── Chat ──────────────────────────────────────────────────
@ -659,14 +660,23 @@ public static class GameEventWiring
}
private sealed class OwnedGameEventRegistrar(
GameEventDispatcher dispatcher) : IDisposable
GameEventDispatcher dispatcher,
Func<bool>? accepting) : IDisposable
{
private readonly SubscriptionSet _subscriptions = new();
public void Register(
GameEventType type,
GameEventDispatcher.EventHandler handler) =>
_subscriptions.Add(dispatcher.RegisterOwned(type, handler));
GameEventDispatcher.EventHandler handler)
{
GameEventDispatcher.EventHandler registered = accepting is null
? handler
: envelope =>
{
if (accepting()) handler(envelope);
};
_subscriptions.Add(dispatcher.RegisterOwned(type, registered));
}
public void Dispose() => _subscriptions.Dispose();
}

View file

@ -23,7 +23,8 @@ public static class ObjectTableWiring
WorldSession session,
ClientObjectTable table,
Func<uint>? playerGuid = null,
LocalPlayerState? localPlayer = null)
LocalPlayerState? localPlayer = null,
Func<bool>? accepting = null)
{
ArgumentNullException.ThrowIfNull(session);
ArgumentNullException.ThrowIfNull(table);
@ -37,7 +38,10 @@ public static class ObjectTableWiring
// UiEffects — the server is the authority on object properties. UpdateIntProperty
// stores it in the bundle and still mirrors UiEffects → the typed Effects field.
Action<WorldSession.ObjectIntPropertyUpdate> objectIntUpdated = u =>
{
if (accepting?.Invoke() == false) return;
table.UpdateIntProperty(u.Guid, u.Property, u.Value);
};
session.ObjectIntPropertyUpdated += objectIntUpdated;
subscriptions.Add(() => session.ObjectIntPropertyUpdated -= objectIntUpdated);
@ -49,6 +53,7 @@ public static class ObjectTableWiring
// than creating a phantom — the next PD / CreateObject seeds it.
Action<WorldSession.PlayerIntPropertyUpdate> playerIntUpdated = u =>
{
if (accepting?.Invoke() == false) return;
if (playerGuid is not null)
table.UpdateIntProperty(playerGuid(), u.Property, u.Value);
};
@ -61,20 +66,30 @@ public static class ObjectTableWiring
// Apply the authoritative 0x02CF update to both in this one wiring owner so they
// cannot drift after the login PlayerDescription snapshot.
Action<WorldSession.PlayerInt64PropertyUpdate> playerInt64Updated = u =>
{
if (accepting?.Invoke() == false) return;
ApplyPlayerInt64PropertyUpdate(
table, localPlayer, playerGuid?.Invoke() ?? 0u, u);
table, localPlayer, playerGuid?.Invoke() ?? 0u, u);
};
session.PlayerInt64PropertyUpdated += playerInt64Updated;
subscriptions.Add(() => session.PlayerInt64PropertyUpdated -= playerInt64Updated);
// B-Wire: SetStackSize (0x0197) — update the object's stack count + value.
Action<WorldSession.StackSizeUpdate> stackSizeUpdated = u =>
{
if (accepting?.Invoke() == false) return;
table.UpdateStackSize(u.Guid, u.StackSize, u.Value);
};
session.StackSizeUpdated += stackSizeUpdated;
subscriptions.Add(() => session.StackSizeUpdated -= stackSizeUpdated);
// B-Wire: InventoryRemoveObject (0x0024) — the object left the player's inventory
// view; drop it from the table (retail ClientUISystem removes it from maintenance).
Action<uint> inventoryObjectRemoved = guid => table.Remove(guid);
Action<uint> inventoryObjectRemoved = guid =>
{
if (accepting?.Invoke() == false) return;
table.Remove(guid);
};
session.InventoryObjectRemoved += inventoryObjectRemoved;
subscriptions.Add(() => session.InventoryObjectRemoved -= inventoryObjectRemoved);